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  #11  
Old 31st March 2018, 07:05 PM
L. Spiro L. Spiro is offline
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Originally Posted by retroben View Post
Do you happen to know precisely who exactly pulled the plug on the Chrono Trigger HD/3D fan remake?
I never thought to ask, and I would consider it bad form as an employee to look into executive decisions. I generally try not to take sides on these kinds of issues since I understand both sides.
Final Fantasy VII and Chrono Trigger are the reasons I joined Square Enix, and one of the first things I ever made as a young kid learning to program was a Final Fantasy VII screensaver. Making clones of games is a common and good way to learn programming and in my early days I cloned Super Mario World, Tetris, Final Fantasy VII, etc. (and in a way I am cloning game music now), so I certainly understand the fan perspective.
But fans can put companies into very difficult spots. Dropping the hammer on fans costs game companies money so they try to avoid it if possible, but then your fan-made project could also cost them potential money. Now the company is between a hard location and a stone. Itís lose-lose for them, which isnít really fair, especially when you consider that the fan-made project was always on shaky legal ground and the fans should never have put them in that spot in the first place.


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Originally Posted by retroben View Post
And since Cloud was in Smash 4,maybe an HD remake of Super Mario RPG could be done eventually if Nintendo went on-board with it.
Geno in Smash 5,PLEASE?!
Obviously I am not in control over what decisions Square Enix makes, but at least I can mention that I started the Nintendo club inside Square Enix where we mostly played Super Smash Bros for Wii U. I still play daily and main Granite Dwarf (Ganondorf), Boriní (Corin), and Cloud (Cloud).



Here is my updated Victory Lap (Mario Kart 64): https://www.youtube.com/watch?v=a6B9DpFBu1k
The missing vibrato has been added and reverb has been set to my ďfinalĒ approximation. It will of course change if I can get more information on Nintendo 64 reverb.


Setup and Kart Select also sounds extremely dead-on.
https://www.youtube.com/watch?v=gjOYjQxoz-E
So does Koopa Troopa Beach:
https://www.youtube.com/watch?v=maiYZzDizVo
Frappe Snowland, Sherbet Land:
https://www.youtube.com/watch?v=mRta9SpMabI
Banshee Boardwalk:
https://www.youtube.com/watch?v=-iVy92tk40Q
Choco Mountain, Battle Arenas:
https://www.youtube.com/watch?v=1TxPwcFgKBY


These sound better than USF, not just for being clearer and cleaner, but USF play-backs actually do not strictly conform to tempos.
https://downloads.khinsider.com/game...0Boardwalk.mp3
This USF-made recording is ~1.034 times slower than the real song (mine are all at exactly the correct tempos).



But I do still have to handle a few controls and cases better in order to make a full library of correct OST recordings across many games.
You will hear (without even listening to the original songs) problems in these songs:

Moo Moo Farm, Yoshi Valley:
https://www.youtube.com/watch?v=J6ALsgS0TkY The melody expressed by the steal drums will surprise you. The part that surprises you does actually have the correct notes, just 1 octave down. Thatís too specific of an error to suggest that the MIDI data is wrong, so there must be some kind of setting on the Nintendo 64 that allows the same MIDI data to be played back while giving us the result we are used to hearing on the console.

3 Raceways, Wario Stadium:
https://www.youtube.com/watch?v=WR9KZlKXC9Q A note in the melody seems to just drop off. It is there in the MIDI file at a lower velocity, but not low enough to create this kind of sound (or lack thereof).

Mario Kart 64 Theme:
https://www.youtube.com/watch?v=MCZF4Wgvv2c Organs sound incorrect at the end. Sounds as if an effect (possibly chorus) is applied in the originals that makes a large difference here.


Now that I have actual examples of these songs it should be clearer what kind of help I am seeking here.
If we can figure out what is going wrong in just a few songs (keeping in mind that none of these issues exist in my GoldenEye 007 set), I can handle these cases properly and create a full and massive library of game OSTís, faithful to the originals but with a massive improvement to the sounds.

As a service to the gaming community, all of these will be released in uncompressed WAV or FLAC format as well, so that YouTube compression wonít be an issue.

So, I am looking for any insight into the Nintendo 64 sound system I can get, especially on reverb and chorus, but also into whatever is causing those issues above.


L. Spiro
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  #12  
Old 1st April 2018, 05:11 PM
L. Spiro L. Spiro is offline
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Originally Posted by RPGMaster View Post
Feel free to post any valid links man . Any posts with links, made by users without enough posts will simply require approval by a moderator/admin.
Can you approve my pending reply here?


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  #13  
Old 2nd April 2018, 06:22 PM
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I must say, I'm impressed with the music you've uploaded on youtube. I'd love to see this done for a lot of games, like Deadly Arts. I'll see if I can find any info on reverb and chorus this week.

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Can you approve my pending reply here?


L. Spiro
Sorry for taking this long to approve. I'll be sure to check more frequently .
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  #14  
Old 2nd April 2018, 09:37 PM
L. Spiro L. Spiro is offline
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Thank you.


Some of the links in my previous reply are no longer valid because I solved one of the issues.

My tool has to modify the MIDI files to redirect some controls (and other things) to what my synthesizer expects.
The MIDI files are using control 77 for the modulo effect, which is typically control 1, so that is one patch my tool makes.

Unfortunately, I missed a simple check and the patcher decided to make the same change to note on/off events.

Note 77 is F3. All of the problems I pointed out in my previous post were a result of changing F3 to C#-2. A simple error that distracted me from the actual progress I was making.

With that fixed, all of my results seem exactly correct except for the approximate reverb and chorus.


I've done much more of the Mario Kart 64 soundtrack now:
https://www.youtube.com/channel/UCCt...XEhnVZw/videos


Already working on Super Mario 64 too.


L. Spiro

Last edited by L. Spiro; 5th May 2018 at 07:10 AM.
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  #15  
Old 12th April 2018, 08:06 PM
L. Spiro L. Spiro is offline
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This is a bad recording of Staff Roll from Super Mario 64.
https://www.youtube.com/watch?v=mgdm1SHfcw4

It shows that I still have some things to learn about reverb and chorus on Nintendo 64.

I am using the exact same reverb settings as on Mario Kart 64, which sounds great. In Super Mario 64, the MIDI files use reverb settings of 30 and 40, which is a lot higher than Mario Kart 64 did, yet in the real game it almost sounds as if reverb is off, and instead chorus has been turned up.

Now I really need more information on how reverb and chorus work on Nintendo 64 to continue.
Is it an either-or-system? It sounds as if Super Mario 64 is in Chorus Mode so all the reverb settings should instead apply to chorus and there is no reverb.


Does anyone know the default MIDI control values? I am assuming they are standard. Reverb = 0, pan = 0x40, main volume = 127, expression = 100, etc., but it would be nice to confirm.

Also I am guessing there are types of reverb (hall, room, caverns, etc.) And custom reverb via CPU seems possible?

I need as much information as possible.


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  #16  
Old 2nd May 2018, 09:27 PM
L. Spiro L. Spiro is offline
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Banjo-Kazooie being added. Reverb very close to real game's (and I will probably re-record these tonight with an even-closer reverb).
Mine:
https://www.youtube.com/watch?v=8kit3LOPHvo
Real game:
https://www.youtube.com/watch?v=dQNA...7714E316F2CB06

Still would be great to have actual data on the reverb, although I am understanding it slowly on my own.

Across all recordings I have done there is always more bass in the Nintendo 64 recordings and although I am happy to create "ground truth" recordings it sometimes gives them a bit more depth to have the bass. In exchange for accuracy, mine are a bit flat.

I've been assuming it is the DAC to blame for introducing extra bass to the sound.
Anyone know details on this, or if it is something else, for example just a built-in equalizer on the Nintendo 64 (in which case I would also need settings)?

Any word on chorus? Is it a standard G chorus? Can it be used with reverb or only one at a time? If only one, is that for a single track or for the whole song? Is it controlled via MIDI control 91 (normally used to control reverb)?


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  #17  
Old 4th May 2018, 05:36 PM
L. Spiro L. Spiro is offline
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Can I get my post here approved?
How long will I have to get approvals for posts that contain links?


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  #18  
Old 5th May 2018, 11:44 PM
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Quote:
Originally Posted by L. Spiro View Post
How long will I have to get approvals for posts that contain links?
iirc, it's 30 posts.

I haven't found anything on reverb yet, but I will try searching when I get the chance.
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  #19  
Old 6th May 2018, 07:04 AM
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In case you don't know or forget,Banjo-Kazooie has numerous themes in the levels and near their entrances and character interaction music for Brentilda and Cheato and Snacker and Nipper.

Spiral Mountain for example has Conga's version,the version for when near the tower (hut two three four),and near Mumbo.
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  #20  
Old 21st May 2018, 07:01 PM
L. Spiro L. Spiro is offline
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Banjo-Kazooie is done: https://www.youtube.com/watch?v=b30x...fLy-d2Cni1YW5T

That playlist matches the OST with only a few differences. For instance, the Captain Blubber song seems not to exist, nor do I have Prickly Pear Isle.
Feel free to find any errors such as misnamings etc.
Following the OST are SFX and alternative versions.


Working on Diddy Kong Racing next.


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